Paradox Engine

Discussion in 'Rendering Technology and APIs' started by L. Scofield, Mar 5, 2015.

  1. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    #1 L. Scofield, Mar 5, 2015
    Last edited: Mar 5, 2015
    liquidboy likes this.
  2. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    Off-screen video:



    Looks pretty good.
     
  3. London-boy

    London-boy Shifty's daddy
    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    21,888
    Likes Received:
    6,001
    Mmmm I remember playing with that demo years ago and I had the impression that realtime graphics already very much matched and surpassed it. Maybe my memory fails me.
     
  4. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    It does. It was pretty much PBR 10 years ago with optical simulations to boot.

    Technical features of the demo:
      • True HDR (High-Dynamic Range) Rendering
      • IBL (Image-Based Lighting)
      • Glare Generation (Afterimage, Bloom, Halo, Ghost, and Star)
      • Automatic Exposure Adjustment
      • Iris shaped Depth of Field blur
      • Realistic Motion Blur
      • FSAA (Full-Scene Anti-Alias)
      • Fresnel Effect (Specular Reflectance) etc

    www.daionet.gr.jp/~masa/rthdribl/

    We're almost there but not quite yet.
     
  5. MJP

    MJP
    Regular

    Joined:
    Feb 21, 2007
    Messages:
    566
    Likes Received:
    187
    Location:
    Irvine, CA
    Not quite? In which way? Most big-budget games (certainly anything using UE4) are going to tick off all of those check boxes, and in some cases do it in ways that are more efficient and/or higher quality than what was used in that demo.

    Really the only thing that's hard to match is the motion blur, which was done in that demo by making assumptions about the shape of the geo (it would only work for spheres).
     
  6. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    Glare and DOF are still very basic in comparison. Thankfully, Yebis is gaining ground.

    And I'm still waiting to see proper glass rendering in a commercial game with reflection, refraction (based on physical values) and chromatic dispersion. With deferred being the mainstream rendering choice nowadays I doubt it's happening soon.
     
  7. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    The beta for the new version of the Paradox Engine has been released:

    http://paradox3d.net/blog/new-version-1-1-0-beta-physically-based-rendering-and-scene-editor


     
    liquidboy likes this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...